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Introduce flagwars game mode #1115
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1: Anything but an ABM please, they are horribly inefficient, and you want the droppers to be active even when no players are around. I'd suggest using a globalstep that loops through the dropper positions every x seconds |
Is it a good idea shops having some HP and when it reaches zero, the shop gets destroyed? |
I don't think so. It's not done like that in Bedwars either AFAIK. |
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@LoneWolfHT The shop and the spawners must be placed in maps, somehow. My suggestion is a new property for maps which is a list of coordinates and nodes to place in a given game mode. What do you think? |
How about a node group that causes on_construct to be called for it at around the time chests are placed? No need to record/save its position then |
A "node group"? |
In the node def. It would look something like: groups = {init_on_map_load = 1}, |
Excuse me but I still don't understand how such a group can make nodes with this group appear in certain places in a map. |
I would need to add code to one of the map placement LVMs that checks for it and then calls that node's on_construct |
But I still don't understand where do you get the placement positions from. |
The LVMs loop through all nodes on the map in order to find places to place the treasure chests |
oh so you meant putting them randomly on the map? |
One tiny question about this new project for CTF v4, after it's finished, we'll need to create new maps no? So... maybe creating a tiny tutorial of how to create new maps would be ok too... Also, about the poll you made Landar... is for deleting one mode... right... |
I could make the tutorial by the way if it's needed |
I'm not planning on ever making a CTFv4, as that implies a near-full rewrite with my current versioning system. This mode probably will need maps specially made for it, so I will hopefully be able to release a mapmaking tutorial with it. As to the poll, I don't plan on deleting anything based on its results, it's just to get an idea of what I could improve |
No, put them on the map and add |
Here is an some code from my item spawner, it uses node timers which only have to be started once (using an ABM or something), then when the match ends I stop them and clear objects.
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I think a globalstep looping over positions would still be faster. If you want to use node timers I'd suggest comparing its speed against that of a globalstep |
I'm sure that global steps would probably be faster in this specific use case, where you only have a few spawners, but node timers start becoming faster once you have 10+, since they are handled in C, and they can be configured to only run when you want. I'll test this theory later, but there isn't really a good way to measure how long it takes multiple node timers to execute. |
No longer interested to work on this in favor of #1399 |
Tasks
Subtasks for shop:
Do you think a vending machine would be fun, too?